local-dev: rebuild dead sandbox + harden lobby card UX
Three fixes around the dev sandbox end-to-end path. Each one was flushed out by an actual login walkthrough after the previous commit. Backend bootstrap now treats `cancelled`, `finished`, and `start_failed` as terminal: the per-boot find-or-create skips such games and provisions a fresh one. Without this, a single bad shutdown cascade leaves the developer staring at a dead lobby tile forever (cancelled games don't transition back). Covered by TestTerminalSandboxStatus. Tools/local-dev: stop killing engine containers in `make down`. The runtime treats the disappearance of an engine as a real failure (cascading the lobby game to `cancelled`); leaving the container running across `down/up` lets the runtime reconciler re-attach on the next boot. The teardown happens only in `make clean`, where the DB is wiped anyway. Compose now also exposes :9090 (authenticated EdgeGateway listener) on the host so the Vite dev proxy can reach the Connect-Web surface, and bumps the gateway anti-abuse limits for `public_misc` so the same surface is not blanket-rejected with 413. Ui/frontend: the lobby's `My Games` cards are now clickable only for the playable statuses (`running`, `paused`, `finished`). All other statuses render as disabled buttons so a click on a draft or cancelled game no longer drops the user on a 404 — the in-game view at /games/:id/* doesn't exist before Phase 10 and never makes sense for a cancelled game. Vite proxy splits the dev targets so `/api/*` continues to talk to the REST listener and `/galaxy.gateway.v1.EdgeGateway/*` is routed to the Connect-Web listener via VITE_DEV_GRPC_PROXY_TARGET (defaults to :9090). Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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@@ -146,15 +146,31 @@ func ensureEngineVersion(ctx context.Context, svc *runtime.EngineVersionService,
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}
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}
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// terminalSandboxStatus reports whether a sandbox game has reached a
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// state from which it can no longer be driven back to running. We
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// treat such games as "absent" so the next bootstrap creates a fresh
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// one rather than handing the developer a dead lobby tile.
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func terminalSandboxStatus(status string) bool {
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switch status {
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case lobby.GameStatusCancelled, lobby.GameStatusFinished, lobby.GameStatusStartFailed:
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return true
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}
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return false
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}
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func findOrCreateSandboxGame(ctx context.Context, svc *lobby.Service, ownerID uuid.UUID, cfg config.DevSandboxConfig) (lobby.GameRecord, error) {
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games, err := svc.ListMyGames(ctx, ownerID)
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if err != nil {
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return lobby.GameRecord{}, fmt.Errorf("dev_sandbox: list my games: %w", err)
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}
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for _, g := range games {
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if g.GameName == SandboxGameName && g.OwnerUserID != nil && *g.OwnerUserID == ownerID {
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return g, nil
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if g.GameName != SandboxGameName || g.OwnerUserID == nil || *g.OwnerUserID != ownerID {
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continue
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}
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if terminalSandboxStatus(g.Status) {
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continue
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}
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return g, nil
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}
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rec, err := svc.CreateGame(ctx, lobby.CreateGameInput{
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OwnerUserID: &ownerID,
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